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HalfSmore

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A member registered Aug 01, 2022 · View creator page →

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Yeah 😅 it was pretty difficult for me to find a place in between requiring some level and deduction but also being simple and easy to understand, thanks for playing!

Glad you enjoyed! I only have like 8 of the objects I believe because I decided to aim for more cohesion than including everything, as that was it's own criteria. Appreciate the feedback!

Thanks! The mimic is pretty important as to prevent the player from being able to identify it immediately if they can see the ghost, and I even upped the chance of it compared to other ghosts.

That's a good idea that I didn't even consider! Tbh the dropdown was more 'What's the easiest way (for me) to make it so the player could select a ghost?' rather than 'What would be the best way for the player to select the ghost?'

Sorry about the font, it was a struggle to draw with such a limited amount of pixels. Thanks for playing!

Thanks! I was on the fence whether to do a shorter kind of game or have some sort of progression. I ended up just deciding to leave it as a little minigame because I didn't feel like working on it anymore (which is pretty sad because I worked on it for only three days ;-;) but the difficulty does increase as time goes on.

I really like the new game loop that makes it even more addicting to play. I love how every upgrade feels impactful and I like how the new items give each player freedom in how they play. I liked how the items were implemented although I think they weren't as incorporated with the game's them as I would have liked. Everything was really polished and the audio was super juicy and fun. Everything was pretty easy to understand. I think more variety when you are mining would be nice. The controls felt good although I didn't love the movement. I think it was a combination of having to click again to move but also not being able to click in the rock, whereas I would want my mouse to be on the rock I'm aiming to break, meaning I can't walk towards it. That's just a nitpick though, overall great job!

Really neat game! I think the mouse only controls work great and the theming led to all of the objects working cohesively, although I do think the objects seemed kind of arbitrary in relation to the game, although maybe the buffs system would make that make more sense. I really like the skull's animations and the animations when you open a pack, and I think the audio was nice. The stats weren't really explained in the tutorial which was pretty confusing, it takes a lot of messing around until you get any grasp on them. Overall though, nicely done!

My new favorite entry into the dung battles universe. I love the core gameplay, it's so addicting and fun. I think the mouse controls are really clean and perfect for this, and loved how all the different objects were incorporated as utensils to help you out. While there wasn't a consistent theme between the objects it still felt okay and relatively cohesive due to the nature of the game. The audio was also super satisfying and the music hypnotic. I think a lot of the descriptions were a little bit too brief, while I do appreciate readability I was left confused with several descriptions, and due to how quickly you are getting points it's hard to tell exactly what's going on. Overall though, I had a great time with this, and will definitely be coming back again later.

I loved the systems in place. The interaction system and the item trading/using felt really intuitive and was pretty neat. I also liked the visuals. I think the controls felt nice and the required objects were mostly cohesive. That being said, some of them felt a little pointless (like the ones just existing in the environment) or out of place (like the peanut). I think that there was a decent amount of polish, it generally felt good to play and there didn't seem to be any bugs, although some bits were a bit confusing. The voices and characters were cute and fun, overall nice job!

Super fun game! Once again I love the gameplay and find playing it to be incredibly addictive. Mouse only controls are perfect and I appreciate that most of the objects made it in. However, a lot of theme feel out of place, like the candy cane & peanut butter, or just exist in the level or story, like  the ghost or wand. The game was pretty polished overall, I don't believe I encountered any bugs or anything. I love how level 2 was pixelated although I did find it hard to then shoot the dogs heads with low visibility. The audio was fittingly juicy and everything was pretty intuitive, great job!

What a cute and entertaining game! The mouse controls were perfect for a point and click game (as is in the name) and I loved how the different objects were incorporated. For the most part though they didn't feel super cohesive. I think it worked okay for this kind of game but some of them felt really random. Some of the puzzles were really cool, like the one where you *SPOILER* have to use the teleporters to get fertilizer to the plant. Others... not so much. I think there were a few too many actions and a lot of the puzzles boiled down to doing the right action on the right object, like using OPEN on the painting for some reason. Some of the objects were used in strange ways, which is standard for the genre but some of them were pretty nasty, like when I read the hint to *SPOILER* use the calculator to knock the wand down I threw up a bit. I think in terms of incorporating objects, having this calculator exist for the purpose of literally any solid throwable object wasn't really great, and it also made no sense as opposed to something like just a rock would. The game was really polished though, and I thought the different ways to die were fun and entertaining, and the goofy vibes were complimented by the audio. Overall, nicely done!

Neat game! I think the mouse only controls were great and I believe I saw most or all of the required objects. I think they were in general cohesive, the game being pretty silly worked in favor of that, although I do think some items (i.e. flowerpot) felt shoved into a place they didn't make sense being in. In general the game was pretty polished, I think the music was nice and the sound effects were adequate. In terms of being easy to understand, the core was pretty simple which was nice, although I felt that the results of my actions were mostly arbitrary. Why would letting x character in reduce my reputation vs increase it and safety just didn't make much sense. I also never really found myself working to manage any of my stats. I always had more than enough money, never went below like 70% reputation or 80% safety, and it was also unclear if those actually affected the gameplay in any way. That being said, it was a goofy and enjoyable experience so great job!

Just got out of playing Bubopunk 1666 so it was nice to have a cute cozy game to relax to. Mouse only controls feel great and all the different objects are incorporated very well. I think having different themes and a wide variety of stickers led to the objects being pretty easy to incorporate cohesively, so I appreciate how you took the time to really give each one it's own mechanic, like how plants grow for the plant pot or the whole animal theming for dogs. I really liked the monthly events, though I do think you should have drawn more attention to theme (like a little popup at the start of a new month) as I didn't notice it for my first couple of months. The whole game was really happy and relaxing and very polished, along with being pretty easy to understand. I think the bonus stars could have had a bit more importance because I never really focused on them even though they're the reason multiple mechanics exist at all, which led to me not using those mechanics. Overall though, really great job!

Awesome additions to the sacrifice formula! I really liked the new art and loved the deckbuilding and roguelike ish aspects of it. I think the objects were well incorporated and are very cohesive, although a lot of them feel like a LOT of liberties have been taken and/or aren't very important, like peanuts just being on the main menu, the metal heart vaguely relating to a mech suit, or the laser gun being lightning vfx in a cutscene. Of course, I appreciate the effort to get them in. It's still super polished and plays really well, and the audio is fittingly ominous. I found it pretty easy to understand but I think that if I hadn't played sacrifice like 3 other times I would have struggled a lot more, as there wasn't really a tutorial that I saw. All in all though, really well done!

The shift shape franchise continues! I really like the pure puzzle style of this game with the small levels showcasing different mechanics. Speaking of that, I really like how you took each object and just game it it's own level(s) and some functionality. Most of the objects were very well incorporated, although a few I think just acted as miscellaneous powerups, like the peanut, candy, and potion. While I think that's okay it's just below the bar set by levels as cool as the mech or flower pot ones. I was a bit skeptical of the same control scheme but with only the mouse, but it actually felt really good so great job on that. There's a ton of polish, I can't think of any bugs I encountered. The vibe was nice and calming, and everything was pretty clear even though not much was explained beyond the first couple levels. I liked how you gave each mechanic a mandatory and optional level to show it off and then a more advanced way of using it, and I liked the addition of the skip button. Overall, great job!

Okay, wow. The polish is absolutely insane, this feels like a full game. I played through the full game and it took awhile. For a game jam, probably too long as I imagine most won't play it to the end. It also felt kind of slow, I think that was a combination of the slow speed and large map, along with a lot of the game being go here do x and come back, and I missed stuff a couple times and had to go scan the entire map. I didn't encounter many bugs, although my inventory was filling up with empty slots which confused me for awhile as I believed I didn't have any items. The mouse only controls were pretty seamless, I liked how shooting involved both right click and left click to add a bit more pressure to the player, although having to navigate my mouse to the menu to then reload my gun in combat was a bit clunky and immersion breaking. It's impressive that you managed to get in every item, so great job on that. They did feel a bit disjointed though, there were some items I didn't realize they were part of that requirement until later whereas others immediately broke immersion. For example I think shapeshifting, the dog, peanut, and candy were done well but some that really stood out were calculator,  laser gun, and scarecrow. The audio was really great, especially the music coming out of the gramophone was awesome. I could've used some other slower music though and maybe even some more intense bits while in combat. In terms of being easy to understand, I feel like it was in general but it was also easy to get stuck if you missed something. The first time I talked to the scarecrow I also immediately skipped the riddle and assumed I needed a word to input from elsewhere, leaving it until much later. Overall, incredibly impressive!

Thanks so much! I’m really glad so many comments have mentioned my take on the original, I spent a lot more time developing my ideas and mechanics than usual and I’m glad to see that it really paid off.

Great game! There's so much juice and effects this game looks and feels really great to play. I like the liberties you took with gain ground to make it more fun. There was a ton of polish, didn't encounter any major bugs/glitches although it was definitely a bit unintuitive at times (the playthrough video is helpful). The music and sfx are great, although some actions did feel like they were missing sounds. I like the UI but I did find it a bit busy, though it wasn't too bad as each individual element does looks nice. Overall, really great job. I could totally see how this could scale to a much larger project!

Obviously the art and sound design is great so props for that. I did really enjoy this, although I did find it very difficult. I appreciated the ability to restart the same level you are on though, and that definitely helped to alleviate the difficulty issue. The combat generally felt good, although I think the spider was blocking projectiles? I'm really not sure. The UI was super clean and stylized, overall incredible job.

Really awesome game. I love the variety of characters and abilities and the UI was very stylized and cool. The art in general was pretty great. The game is incredible difficult though imo, the enemies felt kind of spongy and took a while to kill even if you were just shooting them from a position in which they can't hurt you. I thought the sfx and music were cool and crunchy and overall it was very fun so really great job.

Cool recreation! I loved all of the different characters and enemies and their abilities so I think you nailed that portion. I loved the artstyle with the kind of 'messy' hand drawn pixel aesthetic. Something that felt really weird was that when you stopped moving your character defaults to right facing which made it very hard to shoot. There were some specific parts, especially at the start, that felt like you really needed a specific character to get through which I didn't love, but they weren't common and weren't that bad. Overall though, great job!

This one was really fun. I love the art and the cutscene, just in general the game is so polished and nice. I found it to be a bit difficult, maybe checkpoints in the levels or enemies staying dead between characters could easy the difficulty and make death less punishing. The audio was nice and juicy, although the TTS voice when you select a character felt very unnecessary and out of place. The UI was very simple but also very clean and effective at communicating information. Overall, great job!

Great job with this one! The sfx and music were super crunchy and cool. There was so much juice and it just felt great to play. I loved how different each of the characters played, I found myself using completely different strategies with each one, which I can't really say for many other games in the jam. The UI was suitable, there was so much polish and juice and it was a great time, so nice job!

I love the art, huge fan of thick outlines. Having the past selves work to help you out and to press buttons really made the game feel unique and more fun. The UI was insanely polished and cool and being able to test out abilities in the character select was a genius idea. I think that having a minimap, even with just the enemy locations, would have been key as I found myself just looking around for a final enemy or 2 instead of, well, playing the game. I liked how you had to fight a wave with every character although I did feel discouraged then from taking more characters as it meant the game mostly just took longer, without much of a difficulty increase besides the timer being more imposing (which feels kind of like an arbitrary restriction). The music was great and the sound effects were juicy, although a couple did feel out of place. Beautiful art and fun game, great job!

Super fun game, great job taking elements from the original and modernizing them to make them more fair and fun. There's some elements though that I do wish had been changed from the original, like the ability to rescue more than 1 friend at once or the ability to still rescue friends after killing all the enemies. There was a ton of polish present, the art was simple but clean and cute and did a great job of complimenting the style of the game. In terms of sound design and music you definitely knocked it out of the park, the sfx being drums was a really awesome idea that really makes the game. I wish the tutorial was more than just pages of instructions at the beginning, even just a couple levels with controls and text around could explain the mechanics in a way that's much easier to consume. Still a phenomenal game, so great job!

Thanks so much! I (almost) always add skip buttons to my puzzle games because I want players to be able to experience the whole game even if they get stuck on a puzzle. Especially for this one where the puzzles get very difficult I’m so glad I added a skip so people can get to the end. I appreciate the kind words 😊

The art was really cute. I like the take on gain ground as having different segments with abilities instead of different characters. In terms of polish it was definitely lacking but impressive for such a limited amount of time. I really wish there was audio but it was still fun without it. The UI is really simple but I think that works in it's favor. Overall it was fun, very impressive for 15 hours!

Probably one of the most interesting takes I've seen. I LOVE the idea behind it and think it could be expanded upon so well. What if there's a monster that you have to manage 4 people running away from? What if it whistles too and tries to lure you to it? I'd imagine these ideas were probably there but didn't have time to get implemented but I would love to see an expanded version. I thought the audio design was great except maybe the house at the end was a bit rough. The core elements of the original were there although I do wish the characters were slightly different, maybe even just with different whistles or something. Overall though, one of the most interesting takes so far so great job!

This was really cute! The little mushroom guys are wonderful and switching between them was great, although I wish their playstyles had differed more but it was still nice to have different characters. There was a nice amount of polish and juice and it felt really good to play. Some way to rescue fallen characters would be nice too, but it's not super necessary. Overall a really cute and well executed game so great job!

This was a really fun game! There's a nice amount of juice and polish which makes it feel great to play. The gain ground elements felt a little bit lacking but I can see the vision and like the approach. I found it a bit too easy to just place a ton of towers and then not do anything. I also think that the game should pause when you have the shop open so you can properly read descriptions and place towers. I still really enjoyed though and everything fits together quite well, nice job!

Amazing game. I loved the variety of upgrades and the auto-switching was a neat mechanic. I do feel with the auto-switching some characters had much more of a struggle fulfilling their niche, resulting in often not having them when you need them and getting stuck with them when you need another character. I actually found I was most sucessful with 1-2 characters which isn't really the intended playstyle. :P. The art is super cute and very clean, I think the core elements were very well integrated and the game was incredibly fun and polished. Definitely nailed the criteria. I think another nitpick would be that I love exploration and spent a while looking for hidden stuff but with the towers that spawned enemies I felt actively discouraged from not just running to the exit as quickly as possible, which was not the way I wanted to play. That being said, still an amazing job.

Ah the devious undo button. It was absolutely something I wanted to add but due to some not so great design choices at the start of development 😬 it was an absolute pain to get the systems working and I am not touching them with a 6 foot pole at this point. Thanks for playing!

Thanks so much for the playthrough - it’s really helpful to see and understand where players are getting stuck or forging things out, etc.

Thanks for playing! Seeing the level is something I definitely should have added but just never considered. Glad you enjoyed!

The difficulty curve was something I really put no thought into after the first few levels. I really just started running out of time and the way I decided to make levels was just putting random stuff out and making it easier if it was impossible and harder if it was too easy, so the levels don’t have nearly as much rhyme or reason that I usually like to aim for. Thanks for playing!

The movement was something I spent a lot of time working on. There is input buffering but I made the choice to limit it just because it would be less harmful to try and move but not move rather than move extra than intended. Glad there weren’t other major issues though!

Cool game! I think the gain ground mechanics were very well implemented. However the best strategy I found was to ignore all of the abilities and dash through the level as quickly as possible, leading to every character playing fundamentally the exact same. The music was fun and exciting and the UI was generally pretty clean, although the tutorial at the start, for my screen size at least, just had text boxes in random places on the screen as opposed to where it seemed like they were meant to be.  I also don't know what the shove did I just never used it because I didn't get any feedback for pressing the button. Overall, nicely done!

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I was really surprised by how much I enjoyed this given how much I disliked playing gain ground, but this was a blast. I think making it in 3D was a great twist that while preserving the elements of the original still sets it apart. I love how the music is a remix of Gain Ground's. While the UI is similar to the original games it is nice how you cleaned it up a bit. There's a ton of polish present, it looks and feels great to play. I think maybe a bit more balancing and changes to the original might have been nice, to make it more fun and fair but I can understand if the intent was to remain faithful. The first person mode is incredibly cool. I wish that the tutorial had not been a wall of text because I didn't read it at first, resulting in my first playthrough only using special attacks which was pretty annoying. I think having a better tutorial or just a separate screen with just controls would have fixed that issue too. Overall though, amazing job!